I joined up in 2009 (really too late), and somehow ended up with the "non polygon" rasterization path (Mike Abrash split rasterization: he had the polygon path). After the second time LRB was canceled, my team was shuttled off elsewhere.
I had a number of long conversations with D about soft texturing; I didn't understand Tom Forsyth's arguments about why soft texturing wouldn't work. (My back-of-the-envelope numbers were encouraging.) So, in winter of 2011 (12?) I decided to write my own soft texturing unit. What I found was that soft texturing is completely do-able---just not in any sort of reasonable power budget.
At the same time a friend, S, decided he wanted to implement a rasterizer (I'd gotten my fill). Between the two of us, we had a rockin' still-frame bilinearly sampled Stanford bunny. A third friend, W, decided to implement a threading model. Threading models for very-high count processors are enormously difficult. I ended up writing much of an OpenGL driver, a shader compiler (through LLVM), and part of a pipeline JIT, i.e., a vertex loader, fixed-function-to-programmable compiler, etc. That project was called SWR; the sanitized projection is OpenSWR.
(Looking at the current sources, I'd say that I probably no longer have any code in there.)
I had a number of long conversations with D about soft texturing; I didn't understand Tom Forsyth's arguments about why soft texturing wouldn't work. (My back-of-the-envelope numbers were encouraging.) So, in winter of 2011 (12?) I decided to write my own soft texturing unit. What I found was that soft texturing is completely do-able---just not in any sort of reasonable power budget.
At the same time a friend, S, decided he wanted to implement a rasterizer (I'd gotten my fill). Between the two of us, we had a rockin' still-frame bilinearly sampled Stanford bunny. A third friend, W, decided to implement a threading model. Threading models for very-high count processors are enormously difficult. I ended up writing much of an OpenGL driver, a shader compiler (through LLVM), and part of a pipeline JIT, i.e., a vertex loader, fixed-function-to-programmable compiler, etc. That project was called SWR; the sanitized projection is OpenSWR.
(Looking at the current sources, I'd say that I probably no longer have any code in there.)